Typo of lighting exists in the Top Down Template map. ...
https://udn.unrealengine.com/questions/570767/filtering-bug-with-iseditoronlyactor.html On a a blueprint that inherits from an actor class such as FunctionalActor, the user can mark Actor::bIsEdito ...
Wake/Sleep events are not generated for components set to generate wake events after having a component not set to generate wake events welded to them. Wake/Sleep events are also not dispatched for ...
This issue occurs when the section and material slot order do not match In this sample project:[Link Removed] According to a report from the licensee, the order of Sections seems incorrect.[Link R ...
Within the Blueprint Editor, it is possible to create subcategories for variables to be sorted into. Doing so separates variables not nested into subcategories out into standalone, top-level structu ...
In UCharacterMovementComponent code such as PhysFalling, RestorePreAdditiveRootMotionVelocity is called before FVector OldVelocity = Velocity; leaving OldVelocity in a pre-additive state making furt ...
Creating a duplicate of a Blueprint class that has an AttributeSet seems to be interfering with the creation of the AttributeSet. ...
It breaks only when compiling the preview shader. Adding a preview weight to the Layer0 on the Layer Blend node fixes the problem. The source of the bug is in UMaterialExpressionLandscapeLayerBlend ...
Paper Sprite actor set as a Default Value in a Blueprint Struct is set to none, when the sprite is renamed, saved, and the Engine is restarted. ...
When executing "ShowFlag.Rendering 0", it occur the memory leak because it can't run RHICmdList.ImmediateFlush(). The following code is a workaround. DEC_MEMORY_STAT_BY() is ImmediateFlush. Witho ...